public void Reset(FrameBuffer screen) { this.Enable = EnableMode.Dither; this.Scissor = new ImageRect(0, 0, screen.Width, screen.Height); this.Viewport = new ImageRect(0, 0, screen.Width, screen.Height); this.DepthRange = new Vector2(0f, 1f); this.ClearColor = new Vector4(0f, 0f, 0f, 0f); this.ClearDepth = 1f; this.ClearStencil = 0; this.CullFace = new CullFace(CullFaceMode.Back, CullFaceDirection.Ccw); this.BlendFuncRgb = new BlendFunc(BlendFuncMode.Add, BlendFuncFactor.One, BlendFuncFactor.Zero); this.BlendFuncAlpha = this.BlendFuncRgb; this.DepthFunc = new DepthFunc(DepthFuncMode.Less, true); this.PolygonOffset = new PolygonOffset(0f, 0f); this.StencilFuncFront = new StencilFunc(StencilFuncMode.Always, 0, 255, 255); this.StencilOpFront = new StencilOp(StencilOpMode.Keep, StencilOpMode.Keep, StencilOpMode.Keep); this.StencilFuncBack = this.StencilFuncFront; this.StencilOpBack = this.StencilOpFront; this.ColorMask = ColorMask.Rgba; this.LineWidth = 1f; }
/// <summary>Sets the depth test function</summary> /// <param name="func">Structure representing the depth test function</param> public void SetDepthFunc(DepthFunc func) { this.state.DepthFunc = func; GraphicsContext.notifyUpdate |= GraphicsUpdate.DepthFunc; }